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Community
General Tabletop Discussion
*Dungeons & Dragons
Approaches to Magic Item Crafting
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<blockquote data-quote="Yaarel" data-source="post: 9317585" data-attributes="member: 58172"><p>For me,</p><p></p><p>Magic item creation is a kind of "ritual" that the DM controls. This ritual can be a found formula, or something that the character innovates.</p><p></p><p>The DM controls item crafting by requiring "rare ingredients" or special "astronomical events" or whatever, if necessary. This control is to prevent crazy gaming imbalances from catching the DM off-guard.</p><p></p><p>Crafting magic items doesnt need special items, unless the DM says it does. But it deepens the flavor, the player commitment to it, and the flavor of the item. I encourage players to make their own magic items − and in the same way to modify found magic items. It personalizes the magic item concept, makes the character flavorful, and encourages the reallife players to immerse in narratives about their characters and the narrative world around them.</p><p></p><p>All magic item creation is "crafting", using tool checks and skill checks. Magic items are gated by tier, so some attempts autofail until an appropriately high level. Fighters can also make magic items via tools, and a master swordsmith forging a magical blade is a reallife trope.</p><p></p><p>Note, all magic items are quasi-sentient in the sense that they transmit the intentions of their creators. Thus a magic item can "refuse" to attune during attunement, if the attempter is too dissonant against the original intention. However, "Common" items are specifically with the intention for the masses to use freely and easily.</p><p></p><p>Likewise, when a character crafts a magic item, the item has a special affinity with the character.</p><p></p><p></p><p>I hope the 2024 DMs Guide has great advice for the DM to allow players to create magic items, within a system that safeguards gaming balance.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9317585, member: 58172"] For me, Magic item creation is a kind of "ritual" that the DM controls. This ritual can be a found formula, or something that the character innovates. The DM controls item crafting by requiring "rare ingredients" or special "astronomical events" or whatever, if necessary. This control is to prevent crazy gaming imbalances from catching the DM off-guard. Crafting magic items doesnt need special items, unless the DM says it does. But it deepens the flavor, the player commitment to it, and the flavor of the item. I encourage players to make their own magic items − and in the same way to modify found magic items. It personalizes the magic item concept, makes the character flavorful, and encourages the reallife players to immerse in narratives about their characters and the narrative world around them. All magic item creation is "crafting", using tool checks and skill checks. Magic items are gated by tier, so some attempts autofail until an appropriately high level. Fighters can also make magic items via tools, and a master swordsmith forging a magical blade is a reallife trope. Note, all magic items are quasi-sentient in the sense that they transmit the intentions of their creators. Thus a magic item can "refuse" to attune during attunement, if the attempter is too dissonant against the original intention. However, "Common" items are specifically with the intention for the masses to use freely and easily. Likewise, when a character crafts a magic item, the item has a special affinity with the character. I hope the 2024 DMs Guide has great advice for the DM to allow players to create magic items, within a system that safeguards gaming balance. [/QUOTE]
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